Community Reputation

About C_Q

Personal Information

I'm with Houdini 17.5 and when I import a usd/usda file, I can go through the menu , and select the usd/usda file I would like to open in the Choose Geometry dialog. My question is how can I import through a Python script, to do the same thing and not to bother the UI operations?
The original post and updates are here: https://www.sidefx.com/forum/topic/65721/?page=1#post-281454 and put it here too to try to get more help.
Any help is welcome!

Although I could get the UI_Feel object of the password control by doing this in the .ui file and corresponding .c file:
in .ui
password.gad = STRING_FIELD “Password”:LABEL_WIDTH VALUE(password.val) HSTRETCH;
in .c:
myPasswordGad = getFeelSymbol(“password.gad”);
But the problem is that I couldn't register a value change event for it as UI_Feel is not derived from the UI_Object:
//myPasswordVal.addInterest(myPasswordGad, CHANGECB(passwordValChanged)); ==> this won't compile.
So the new question is: how can I register a callback to handle the value change event of an edit control?

I'm also learning developing my plugin with HDK. My feeling is that the document is necessary to give you an idea on what is what, but not enough to do real things. Some times you might want to take advantage of google search and communities like this one.

I also tried to get the password control and then addInterest to its VALUE CHANGE event, by following the doc here:
https://www.sidefx.com/docs/hdk/_h_d_k__u_i_native.html#HDK_UINative_Glue_GetGadget
But the problem is that, in my Houdini 16.5 Core installation, I couldn't find the actual definition of UI_Feel. Any thoughts？

Hi guys,
I need to make a login GUI in Houdini so that users can input their usename and password to log into our internal server to download assets for editing. The username control is easy but the password one is hard in that it needs to mask the input, e.g. with ‘*’. Is there any way to make this happen? Thanks for any inputs!
I'm working on Houdini 16.5 and our plugin needs to know the login status, so it's better that the suggested way can communicate the status between C++ code.
Thanks,
Quan

I have made it work in this way:
1. define a command in c++, say my_cmd; in the command, open up the dialog I defined
2. install the command in CMDextendLibrary
3. make a .py file to call the command, the py file is quite simple
hou.hscript('my_cmd')
4. execute the .py file in my inserted menu entry
Although it worked, as I still new to Houdini, I'm not sure if this is the recommended way in Houdini, or is there any better ways?
Thanks for any inputs!

I got a request to insert an entry into the Windows menu of Houdini, when this menu entry is clicked, it should show a GUI, with some input controls to let user input something as parameters, and a button to call the APIs provided by our own C++ lib. After the button is clicked, the status of the C++ lib should be updated on the GUI.
What I got currently is I customized a MainMenuCommon.xml and inserted my own menu entry under the Windows menu.
Then I tried defining a dialog using Houdini's UI script and then using the builduicode.exe tool to generate a pair of .c/h file in hoping that I can interact with the C++ lib in the callbacks of the UI elements, but I don't know how to show this UI from my added menu entry. Is this the correct way to do the task, or is there any better ways?
Any suggestions/comments is welcome!
Thanks!